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micronaut_summoning [2008/04/27 16:31] – created jimsmicronaut_summoning [2017/05/27 18:56] (current) – external edit 127.0.0.1
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-[[start|Back to start page]]+(<[[Invasion of Lendore]]) ([[adventures|Back to Adventures Index]]) ([[Search for Glimmerland]] ->)
  
 ====== Micronaut Summoning ====== ====== Micronaut Summoning ======
  
-This adventure was written for the [[Micronauts]] and run on 23 Feb 1985. +//This adventure was written for the [[Micronauts]] and run on 23 Feb 1985. It 
-It introduced(?) the character of [[claira|The Master Summoner]].+introduced the character of [[claira|The Master Summoner]] (though she is 
 +portrayed quite differently in this incarnation than in later stories).//
  
 ==== The Master Summoner ==== ==== The Master Summoner ====
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 {{micronautsummoning1.jpg?500|The Summoner's Dungeon Part 1}} {{micronautsummoning1.jpg?500|The Summoner's Dungeon Part 1}}
 +
 +1) Arrival chamber.  Here is where all the party members will
 +coalesce.  When all have arrived, the summoner will show
 +herself and challenge the party to escape from her dungeon.
 +This room has heavy portcullises on all exits which she
 +will lift after making her challenge.  The controls are in
 +room (3).  Note: the secret door to area (3) is very
 +hard to find: 1/2 normal chances.  Plus, it is magically
 +trapped: //Fire Trap// for d4+14 and non-magically trapped:
 +a scything blade for 2d6 damage.
 +
 +As an initial test, the summoner will summon 2 **Trolls**
 +(hp 30,40).
 +
 +2) This room appears empty, but is magicked so to cause
 +nausea to all who enter unless they save vs. spell every 10'.
 +On the far wall is a well-hidden compartment (can
 +only be seen from 10' away) in which is a crystal
 +rod about 1' long and hexagonal in shape.  It radiates
 +a dim magic and corresponds to room (13).
 +
 +3) This is the control room in which the master summoner lives.
 +Resting on a small pillar in the center of the room is
 +a //crystal ball// which allows only //clairaudience// and
 +//clairvoyance// up to 300' away.  Also here are the
 +controls to the portcullises everywhere.  Here she keeps a
 +spare bed, also.  If anybody enters this room, her
 +guards will try to expel them: 3 **Hell Hounds** (HD7,
 +hp 24,23,40).
 +
 +4) In this room is a magical device in the form of an empty
 +metal cube.  Set into the top of the box are three
 +gems: a red one, a yellow one, and a green one.  If any
 +question is asked aloud, one of the three gems will
 +glow: Red=No, Yellow=Maybe or I don't know; Green=Yes.
 +The entity in the box is fiercely loyal to the summoner
 +and has an intelligence of 15.
 +
 +5) The box has control of this secret door and may open it
 +if asked politely.  In this room are the following guards:
 +4 **Firetoads** (hp 20,17,12,15) who guard 5 //Potions//: //Healing//,
 +//Clairaudience//, //Flying//, //Invulnerability//, and //Heroism//.
 +
 +6) At the arrows in this room is a wall of force which can
 +be easily passed through heading west, but solid when
 +heading east.  Damage equivalent to 20 points (magical only)
 +will drop the wall.  (A +2 sword will do 2 points per hit).
 +Once entered, the following will be summoned: 5 **Large
 +Solifugid** (hp 19,19,7,18,9).
 +
 +7) In this room is a magical pool which teleports anybody
 +who steps into it to a random room in this
 +dungeon: Roll a d20 (consider a 20 as ending up in
 +a corridor somewhere).
 +
 +8) This is the room of strife.  Upon entering, the room will
 +telepathically suggest (as the spell) that each character
 +can no longer trust his party members and must
 +subdue them immediately!  The focus point is a //Wand
 +of Fear// set into a pedestal (87 charges).  If the wand
 +is removed, the suggestion ends.
 +
 +9) In this room are 2 **Hill Giants** (hp 42,32) who have
 +been instructed to toss any people entering into
 +the magical pool in the far corner.  The pool has the
 +effect of temporarily changing a person's class as
 +below:
 +| 1 | Cleric | 8 | Magic-User |
 +| 2 | Druid | 9 | Illusionist |
 +| 3 | Fighter | 10 | Thief |
 +| 4 | Paladin | 11 | Acrobat |
 +| 5 | Ranger | 12 | Assassin |
 +| 6 | Barbarian | 13 | Monk |
 +| 7 | Cavalier | 14 | Bard |
 +The person's level will remain the same, but the class
 +will be different.  Alignment is not a factor as this is
 +only temporary (Note: it can be dispelled vs. 12th level
 +or it will expire after 3d6 rounds).
 +
 +10) In the center of this room is a fountain which if
 +the water is drunk will polymorph the character into
 +a random race (Roll on the MU reincarnation table).
 +This change is as //Polymorph Other// but if the system
 +shock is failed the original class will be forgotten
 +(Note this can be dispelled vs. 12th level).
 +
 +11) Across the room here is a barrier which does not allow
 +magic of any sort to pass through it.  This means that
 +to cross the room, a character must strip him/herself of
 +all magic items.
  
 {{micronautsummoning2.jpg?500|The Summoner's Dungeon Part 2}} {{micronautsummoning2.jpg?500|The Summoner's Dungeon Part 2}}
  
 +12) After twenty feet, this room has a false wall (chance
 +to detect is intelligence + level as a %).  Before it, the
 +room is bare.  After it, there will be 3 **Poisonous
 +Snakes** (roll poison randomly every hit) (hp 12,6,9).  They
 +guard a locked and poison needle trapped chest (roll poison
 +as per snakes) with 1000 gp, 5 gems (1100, 100x4), and the
 +following magic items: //+2 Cloak//, //Boots of Speed//, and a pair
 +of //Javelins of Lightning//.
 +
 +13) Set into the wall above this "secret door" is a hole
 +the exact size of the crystal rod from room (2).
 +If it is placed in the hole, the wall will vanish
 +revealing a 4'x4' entrance into (13) (The hole is 5' up).
 +When the rod is removed, the wall returns (better be
 +out of the way!).  Inside are 3 **Pseudo-Undead: Wights**
 +(hp 30,26,19) and 5 **Wererats** (hp 10,12,21,15,20) guarding
 +another crystal rod set in the wall of the north alcove.
 +It corresponds to room (15).
 +
 +14) Along the far wall of this room is a large, intricate tapestry
 +depicting eight robed men linked arm in arm with their
 +eyes closed.  The tapestry is actually a magical window
 +which can be stepped through in both directions, but
 +only seen through from area (15).
 +
 +15) Living here are 3 **White Dragons** (Small, Young; Small, Young;
 +and Average, Sub-Adult - hp 10,10,18).  The second can
 +cast a //Shocking Grasp// spell which it will do when the
 +party enters area (14).  Note the dragons cannot be
 +surprised and will be ready for anybody entering this
 +room.  Their treasure is: 1000 gp, 5000 sp, 10000 cp,
 +20 gems (4338 gp) and a //+2 Ring// and a magically sealed
 +box with a hexagonal indentation in it.  Only the
 +crystal from (13) can open the box.  Inside is another
 +crystal rod.  This corresponds to area (17).
 +
 +16) Deep in this room is an idol of a Nightmare (Hades' symbol)
 +reared for the attack.  If the idol is touched,
 +a 6d6 //Chain Lightning// will be set off and aimed initially
 +at the person who touched the idol.  If the idol
 +is touched a second time, a **Nightmare** (hp 45) will
 +phase in and attack the toucher.  If it is touched
 +a third time, a set of //Bracers of Defense: AC 2// will
 +be given to the toucher: permanently affixing themselves to
 +the person's wrists.  They radiate a very dim evil, though...
 +
 +17) Set into the wall of this room is a carving of the
 +head of a Medusa.  If it is touched, all characters in
 +the room must save vs. petrification or be turned to stone.
 +At this point, the head will vanish revealing a hexagonal
 +hole as before.  If the crystal from (15) is placed in
 +here, the secret door into (19) will open.
 +
 +18) In here are 2 **Hydra** (HD 8,9: hp 64 and 72, Dam d8 per head)
 +guarding an empty room.
 +
 +19) This is the last room.  In here is a well which seems
 +to be very deep.  In fact, it is a portal to the
 +surface where the summoner will show herself again
 +and say "You have proven yourselves worthy in combat.
 +Great enough that you could destroy the demon whom
 +I am unable to affect.  May the gods shine on
 +you heroes."  At this point she will release from
 +an //Iron Flash// a **Goristro** (AC -2, MV15", HD20+10, #AT2&1,
 +D2d10+10(x2) & 5d8, MR60%, Int Low, CE, hp 213, 23' tall,
 ++2 weapon to hit, Detect illusion & invisibility, fear, gloom 60',
 +levitation, spider climb, Tport (no error) (1/day), regenerate @ 1/T,
 +immune to cold, fire, poison & poison gas).  She feels
 +that since the party made it through her dungeon that
 +they should be able to defeat the demon.  (She's
 +a bit wacko sometimes).
 +
 +Note: If the party makes an effort to leave immediately,
 +the demon will ignore them and trod off somewhere
 +else.
  
-[[start|Back to start page]]+\\ (<[[Invasion of Lendore]]) ([[adventures|Back to Adventures Index]]) ([[Search for Glimmerland]] ->)
  
micronaut_summoning.1209331914.txt.gz · Last modified: 2017/05/27 18:42 (external edit)